NPCs

Sir Gralston
Class: Paladin (Oath of Devotion): 13   Proficiency BonusPB: +5
Alignment: Lawful Good Speed: 30 feet
Hit PointsHP: 160   Hit DiceHD: 13d10 AC: 20/23
Resistances: DmgReduc: 5 vs B/P/S, Res vs Force, immune to Magic Missile, Adv vs Spells
STR: 23* (+6) Save: +10
Athletics: +11
INT: 10 (+0) Save: +4
Religion: +5
DEX: 10 (+0) Save: +4
Initiative: +0
WIS: 14 (+2) Save: +11
Perception: +7, Survival: +7
CON: 18 (+4) Save: +8
CHA: 18 (+4) Save: +13
Intimidation: +9
Other Info
Height: 6' 2''    Weight: 225 lbs Lineage: Human (humanoid) Gender: Male Size: Medium
AppearanceLooks: Sturdy middle aged human man that has seen many battles and much danger. Temperament: Gruff and no nonsense. Why say with five words what can be said with none? Flaws: Old school and very conservative.
Traits: Honesty, Courage, Commitment Ideals: Chivalric Justice, Honorable Warfare, Valorous Daring Bonds: 'For Heironeous!'
Languages: Common, Celestial Proficiencies: All Weapons, All Armors, Shields, Seigecraft
Gear
Attuned: Belt of Stone Giant Strength (STR 23), Brooch of Shielding (Res vs Force, immune to Magic Missile), Mantle of Spell Resistance (Adv vs Spells)
Lineage
Human Heroic Inspiration after Long Rest. Perception, Magic Initiate [Cleric].
Background
Devotee of Heironeous: +2 Strength, +1 Charisma, Intimidation, Survival, Tough.
Feats
Magic Initiate (Cleric): You know Light and Sacred Flame. You always have Healing Word prepared and can cast it once without a spell slot per Long Rest.
Tough: Your maximum Hit Points are increased by 2 per character level.
ASI: +2 Charisma.
Stylish Fighting: +1 Strength. Defense (You have +1 AC while wearing armor).
Heavy Armor Master: +1 Strength. When you are hit by an attack while wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you is reduced by 5.
Dueling: When you hit with a 1-handed Melee weapon and hold no other weapons, you gain +2 damage.
Class: Paladin (Oath of Devotion)
Class Features: Lay on Hands (65 Hit Points), Spellcasting (CHA, Spell Save DC: 17), Weapon Mastery (Longsword, Spear), Fighting Style (Dueling), Paladin's Smite (Thunderous Smite), Channel Divinity, Extra Attack, Faithful Steed, Aura of Purity, Aura of Courage, Radiant Strikes
Channel Divinity: []/LR, regain 1/SR
Level 3: Channel Divinity: Divine Sense: Bonus Action & 1 Channel Divinity: for the next 10 minutes, within 60 feet of yourself you know the location and creature type of all Celestials, Fiends, and Undead, and also any consecrated or desecrated objects or places.
Level 3: Channel Divinity: Sacred Weapon: Attack action & 1 Channel Divinity: imbue one Melee weapon you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.
Level 9: Channel Divinity: Abjure Foes: Magic action & 1 Channel Divinity (present Holy Symbol or weapon): target up to 4 creatures that you can see within 60 feet. Each target must succeed on a DC 17 Wisdom saving throw. On failure: Frightened condition (1 minute), ends early on creature if it takes damage. While Frightened in this way a creature can do only one of the following on its turns: move, take an action, or take a Bonus Action.
Cantrips: Cleric Initiate [Light, Sacred Flame]
Spells: Divine Favor, Provoke Duel, Thunderous Smite []/LR, Command, Purify Food and Drink, Purity from Evil and Good, Shield of Faith, Detect Magic [Ritual], Find Steed, Warding Bond, Aid, Zone of Truth, Lesser Restoration, Daylight, Crusader's Mantle, Beacon of Hope, Dispel Magic, Revivify, Aura of Purity, Freedom of Movement, Guardian of Faith, Cleric Initiate [Healing Word /LR]
Spell Slots: 1: 2: 3: 4:
Subclass Features
Level 3: Sacred Weapon: When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add +4 to attack rolls and each time you hit with it you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.
  You can end this effect early (no action required). This effect also ends if you aren't carrying the weapon.
Level 7: Aura of Devotion: You and your allies have Immunity to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura that condition has no effect on that ally while there.
Armor and Attacks
Armor: Heavy Plate +1 & Shield +1 20/23 AC
Attacks: Longsword +1 [Sap]
  1h, 5-feet, +12 to hit, 1d8+9 Slashing damage
  ...plus Radiant Strikes: +1d8 Radiant
Longsword +1 [Sap] w/ Sacred Weapon
  1h, 5-feet, +16 to hit, 1d8+9 Radiant damage
  ...plus Radiant Strikes: +1d8 Radiant
  ...20' Bright Light, 20' Dim Light
Sacred Flame
  120-feet, DC 17 Dex save, 3d8 Radiant damage, (no cover bonus)
Expanded Spells
Provoke Duel: Level 1 Enchantment (Paladin), Bonus Action, 30-feet, V, 1 minute. One creature that you can see within range must make a Charisma saving throw. On a successful save, the spell ends with no effect. On a failed save, the target has disadvantage on attacks that don't target you, and all creatures (including you) have advantage on saving throws they are forced to make by the target. Additionally, the target must use available movement to move to or remain within 15 feet of you, if able.
  At the end of their turn the target can repeat the save if they have not dealt damage to a creature other than you or forced a creature other than you to make a saving throw since the end of their last turn, ending the spell on a success. The spell also ends early if you or the target are Incapacitated or die.
  Upcast. The target has disadvantage on their initial saving throw against this spell if it is cast with a spell slot of level 2+. The target has disadvantage on all their saving throws against this spell if it is cast with a spell slot of level 4+.